Change Log

New Features

Phaser.Filter. A new way to use the new WebGL shaders/filters that the new version of Pixi supports.

Phaser.BitmapData object. A Canvas you can freely draw to with lots of functions. Can be used as a texture for Sprites. See the new examples and docs for details.

The entire Phaser library has been updated to match the new JSHint configuration.

Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)

Added a new in-built texture. Sprites now use __default if no texture was provided (a 32x32 transparent PNG) or __missing if one was given but not found (a 32x32 black box with a green cross through it)

Loader can now load JavaScript files. Just use game.load.script('key', 'url') - the file will be turned into a script tag in the document head on successful load.

RenderTexture.render now takes a Phaser.Group. Also added renderXY for when you don't want to make a new Point object.

Physics.overlap now supports Sprites, Groups or Emitters and can perform group vs. group (etc) overlap checks with a custom callback and process handler.

Added Sound.externalNode which allows you to connect a Sound to an external node input rather than the SoundManager gain node.

Added SoundManager.connectToMaster boolean. Used in conjunction with Sound.externalNode you can easily configure audio nodes to connect together for special effects.

PluginManager.remove, added PluginManager.removeAll (thanks crazysam)

scrollFactorX/scrollFactorY have been added to TilemapLayers (thanks jcd-as)

Phaser.Game parent can now be an HTMLElement or a string (thanks beeglebug)

Now using the latest version of Pixi.js. Which means you can use all the sexy new WebGL filters :)

Sprite.animations.getAnimation will return an animation instance which was added by name.

Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)

Added Mouse.pointerLock signal which you can listen to whenever the browser enters or leaves pointer lock mode.

StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.

World.visible boolean added, toggles rendering of the world on/off entirely.